@oasiz/sdk 1.6.2 → 1.8.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +82 -540
- package/dist/index.cjs +230 -3080
- package/dist/index.d.cts +110 -304
- package/dist/index.d.ts +110 -304
- package/dist/index.js +219 -3068
- package/package.json +4 -14
package/README.md
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#
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# @oasiz/sdk
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Typed SDK for integrating games with the Oasiz platform. Handles score submission, haptic feedback, cross-session state persistence, multiplayer room codes, navigation hooks, and app lifecycle events for local development.
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| --- | --- | --- |
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| **HTML5 / TypeScript** | [`@oasiz/sdk`](#html5--typescript-oasizsdk) (npm) | Canvas, Phaser, custom JS/TS, any browser game |
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| **Unity WebGL** | [Unity runtime](#unity-webgl-sdk) in this repo (`packages/OasizSDK/`) | Unity projects targeting WebGL |
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Both talk to the same host bridges (`window.submitScore`, `__oasizLeaveGame`, layout APIs, custom DOM events such as `oasiz:pause`, etc.). Unsupported hosts no-op safely; local dev usually logs warnings instead of crashing.
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---
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## HTML5 / TypeScript (`@oasiz/sdk`)
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Typed SDK for integrating browser games with the Oasiz platform: score, haptics, cross-session state, multiplayer hooks, layout (safe area, leaderboard visibility), graphics performance, navigation (back / leave), and lifecycle events.
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### Install
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## Install
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```bash
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npm install @oasiz/sdk
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npm install @oasiz/sdk@^0.1.0
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```
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The published package includes ESM, CommonJS, and TypeScript declarations.
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## Quick start
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```ts
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import { oasiz } from "@oasiz/sdk";
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//
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}
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// 1. Emit score normalization config once on init
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oasiz.emitScoreConfig({
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anchors: [
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{ raw: 30, normalized: 100 },
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{ raw: 60, normalized: 300 },
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{ raw: 120, normalized: 600 },
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{ raw: 300, normalized: 950 },
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],
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});
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//
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// 2. Load persisted state at the start of each session
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const state = oasiz.loadGameState();
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let level = typeof state.level === "number" ? state.level : 1;
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//
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// 3. Save state at checkpoints
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oasiz.saveGameState({ level, coins: 42 });
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//
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// 4. Trigger haptics on key events
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oasiz.triggerHaptic("medium");
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//
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document.documentElement.style.setProperty(
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"--safe-top",
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`${oasiz.safeAreaTop}vh`,
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);
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// 5. Pick graphics settings for this device
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const graphics = oasiz.getGraphicsPerformance();
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renderer.setPixelRatio(graphics.tier === "high" ? 1.5 : graphics.tier === "medium" ? 1.25 : 1);
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// 6. Submit score when the game ends
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// 5. Submit score when the game ends
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oasiz.submitScore(score);
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// 7. Optionally hide the leaderboard while a custom overlay is open
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oasiz.setLeaderboardVisible(false);
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// 8. Optionally surface console logs in-game while debugging
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oasiz.enableLogOverlay({
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enabled: new URLSearchParams(window.location.search).has("oasizLogs"),
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collapsed: true,
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});
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```
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---
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## Score
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### `oasiz.submitScore(score: number)`
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Submit the player's final score at game over. Call this exactly once per session, when the game ends. The platform handles leaderboard persistence — do not track high scores locally.
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```ts
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oasiz.
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private onGameOver(): void {
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oasiz.submitScore(Math.floor(this.score));
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}
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oasiz.onBackButton(() => {
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togglePauseMenu();
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});
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```
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```ts
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const appPreview = oasiz.enableAppSimulator({
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device: "iphone-17-pro-max",
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likes: 2400,
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comments: 18,
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score: 12400,
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});
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- `score` must be a non-negative integer. Floats are floored automatically.
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- Do not call on intermediate scores or level completions, only on final game over.
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debugLeaderboardButton.onclick = () => appPreview.openLeaderboard();
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```
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---
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The simulator includes the back-button test bridge, so Escape, browser Back, and the simulated app back button all route through the same `oasiz.onBackButton(...)` handler when back override is active. Use `enableBackButtonTesting()` directly only when you want back simulation without app chrome.
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Supported `device` presets:
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| Device option | CSS viewport |
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| `iphone-11` | `414 × 896` |
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| `iphone-11-pro` | `375 × 812` |
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| `iphone-11-pro-max` | `414 × 896` |
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| `iphone-12-mini` | `375 × 812` |
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| `iphone-12` | `390 × 844` |
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| `iphone-12-pro` | `390 × 844` |
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| `iphone-12-pro-max` | `428 × 926` |
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| `iphone-13-mini` | `375 × 812` |
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| `iphone-13` | `390 × 844` |
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| `iphone-13-pro` | `390 × 844` |
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| `iphone-13-pro-max` | `428 × 926` |
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| `iphone-14` | `390 × 844` |
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| `iphone-14-plus` | `428 × 926` |
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| `iphone-14-pro` | `393 × 852` |
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| `iphone-14-pro-max` | `430 × 932` |
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| `iphone-15` | `393 × 852` |
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| `iphone-15-plus` | `430 × 932` |
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| `iphone-15-pro` | `393 × 852` |
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| `iphone-15-pro-max` | `430 × 932` |
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| `iphone-16` | `393 × 852` |
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| `iphone-16-plus` | `430 × 932` |
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| `iphone-16-pro` | `402 × 874` |
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| `iphone-16-pro-max` | `440 × 956` |
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| `iphone-16e` | `390 × 844` |
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| `iphone-17` | `402 × 874` |
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| `iphone-17-pro` | `402 × 874` |
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| `iphone-17-pro-max` | `440 × 956` |
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| `iphone-17e` | `390 × 844` |
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| `iphone-air` | `420 × 912` |
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### Score
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#### `oasiz.submitScore(score: number)`
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### `oasiz.emitScoreConfig(config)`
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Maps raw score values to the platform's normalized 0–1000 scale. Call once during initialization, not every frame.
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```ts
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}
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oasiz.emitScoreConfig({
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anchors: [
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{ raw: 10, normalized: 100 }, // beginner
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{ raw: 30, normalized: 300 }, // good
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{ raw: 75, normalized: 600 }, // great
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{ raw: 200, normalized: 950 }, // godlike
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],
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});
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```
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**Anchor rules:**
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- Exactly 4 anchors required.
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- `raw` values must be strictly increasing.
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- `normalized` values must end at exactly `950`.
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- Choose thresholds based on realistic player skill bands.
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**Practical guidance by game type:**
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- Survival / time games → use seconds survived as `raw`
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- Score accumulation games → use points as `raw`
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- Puzzle games → use level reached or stars earned as `raw`
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---
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## Haptics
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### `oasiz.triggerHaptic(type: HapticType)`
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Trigger native haptic feedback. Always guard with the user's haptics setting.
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```
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| Type | When to use |
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| `"light"` | UI button taps, menu navigation, D-pad press |
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| `"heavy"` | Explosions, major impacts, screen shake |
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Haptics are throttled internally (50ms cooldown) to prevent spam.
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#### `oasiz.enableLogOverlay(options?: LogOverlayOptions)`
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Mount an opt-in in-game console viewer for local debugging, QA sessions, or creator support. It mirrors `console.log`, `console.info`, `console.warn`, `console.error`, and `console.debug` into a floating overlay inside the game iframe. The overlay can be collapsed, repositioned by dragging the top bar, and resized from the bottom-right corner while the action buttons remain clickable.
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```ts
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const logOverlay = oasiz.enableLogOverlay({
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enabled: new URLSearchParams(window.location.search).has("oasizLogs"),
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collapsed: true,
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});
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console.log("[Boot] Scene ready");
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// Optional cleanup if your game tears down and remounts
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logOverlay.destroy();
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```
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Options:
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- `enabled`: defaults to `true`. Pass your own flag or query-param check here.
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- `collapsed`: start with only the toggle pill visible.
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- `maxEntries`: cap retained log lines. Defaults to `200`.
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- `title`: optional label shown at the top of the panel. Defaults to `SDK Logs`.
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The returned handle supports `show()`, `hide()`, `clear()`, `isVisible()`, and `destroy()`.
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---
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## Game state persistence
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Persist cross-session data such as unlocked levels, inventory, or lifetime stats. State is stored per-user per-game in the Oasiz backend — available across devices and app reinstalls.
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### `oasiz.loadGameState(): Record<string, unknown>`
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Returns the player's saved state synchronously. Returns `{}` if no state has been saved yet. Call once at the start of the game.
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```ts
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private initFromSavedState(): void {
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const state = oasiz.loadGameState();
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this.level
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this.level = typeof state.level === "number" ? state.level : 1;
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this.lifetimeHits = typeof state.lifetimeHits === "number" ? state.lifetimeHits : 0;
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this.unlockedSkins = Array.isArray(state.unlockedSkins) ? state.unlockedSkins : [];
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}
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Always validate the shape of loaded data — it may be `{}` on first play.
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### `oasiz.saveGameState(state: Record<string, unknown>)`
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Queues a debounced save. Saves are batched automatically — call freely at checkpoints without worrying about request spam.
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```
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**Rules:**
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- State must be a plain JSON object (not an array or primitive).
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- Do not use `localStorage` for cross-session progress — use `saveGameState` so data syncs across platforms.
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- Do not store scores here — scores are submitted via `submitScore`.
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### `oasiz.flushGameState()`
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Forces an immediate write, bypassing the debounce. Use at important checkpoints like game over or before the page unloads.
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```
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Use runtime viewport insets instead of direct CSS `env(safe-area-inset-*)` reads or hardcoded offsets. The SDK resolves host-provided Oasiz values first, then browser CSS `env(safe-area-inset-*)`, then legacy `constant(safe-area-inset-*)`, and finally `0`.
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The top inset preserves the existing Oasiz game-safe top behavior: host chrome, invite UI, and leaderboard clearance can contribute to it. Left, right, and bottom are device safe-area insets today and may include future host UI obstructions.
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#### `oasiz.getViewportInsets(): ViewportInsets`
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Returns effective viewport insets in both CSS pixels and normalized percentages:
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```ts
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const insets = oasiz.getViewportInsets();
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hud.style.paddingTop = `${insets.pixels.top}px`;
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hud.style.paddingRight = `${insets.pixels.right}px`;
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hud.style.paddingBottom = `${insets.pixels.bottom}px`;
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hud.style.paddingLeft = `${insets.pixels.left}px`;
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```
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Percentages use the matching active viewport axis:
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- `top` / `bottom` are percentages of viewport height
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- `left` / `right` are percentages of viewport width
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Hosts may expose pixels via `window.getViewportInsets()` or `window.__OASIZ_VIEWPORT_INSETS__`, for example `{ top, right, bottom, left }` or `{ pixels: { top, right, bottom, left } }`. Hosts may expose percentages via `window.getViewportInsetsPercent()`, `window.__OASIZ_VIEWPORT_INSETS_PERCENT__`, or a `percent` object. Per-side globals such as `window.__OASIZ_SAFE_AREA_BOTTOM__` are also supported.
|
|
298
|
-
|
|
299
|
-
#### `oasiz.getSafeAreaTop(): number`
|
|
300
|
-
|
|
301
|
-
Legacy alias for `oasiz.getViewportInsets().percent.top`. Returns the top inset as a percentage of viewport height (0–100). To get pixels in JavaScript, prefer `oasiz.getViewportInsets().pixels.top`. In CSS, the percent value matches **`vh`** units (for example `12.5vh` for 12.5% of the viewport height). Unsupported hosts return `0`.
|
|
302
|
-
|
|
303
|
-
```ts
|
|
304
|
-
const safeTopPct = oasiz.getSafeAreaTop();
|
|
305
|
-
document.documentElement.style.setProperty("--safe-top", `${safeTopPct}vh`);
|
|
306
|
-
```
|
|
307
|
-
|
|
308
|
-
#### `oasiz.safeAreaTop`
|
|
309
|
-
|
|
310
|
-
Getter alias for `getSafeAreaTop()`.
|
|
311
|
-
|
|
312
|
-
#### `oasiz.viewportInsets`
|
|
313
|
-
|
|
314
|
-
Getter alias for `getViewportInsets()`.
|
|
315
|
-
|
|
316
|
-
Recommended CSS pattern:
|
|
317
|
-
|
|
318
|
-
```css
|
|
319
|
-
:root {
|
|
320
|
-
--safe-top: 0px;
|
|
321
|
-
}
|
|
322
|
-
|
|
323
|
-
#top-bar {
|
|
324
|
-
padding-top: var(--safe-top);
|
|
325
|
-
}
|
|
326
|
-
```
|
|
327
|
-
|
|
328
|
-
#### `oasiz.setLeaderboardVisible(visible: boolean): void`
|
|
329
|
-
|
|
330
|
-
Show or hide the host leaderboard UI from inside the game. This only affects the leaderboard; back and social controls remain visible. Calls `window.__oasizSetLeaderboardVisible` when present.
|
|
331
|
-
|
|
332
|
-
```ts
|
|
333
|
-
function openCustomOverlay(): void {
|
|
334
|
-
oasiz.setLeaderboardVisible(false);
|
|
335
|
-
}
|
|
336
|
-
|
|
337
|
-
function closeCustomOverlay(): void {
|
|
338
|
-
oasiz.setLeaderboardVisible(true);
|
|
339
|
-
}
|
|
340
|
-
```
|
|
341
|
-
|
|
342
|
-
Unsupported hosts safely no-op.
|
|
343
|
-
|
|
344
|
-
### Graphics performance
|
|
345
|
-
|
|
346
|
-
#### `oasiz.getGraphicsPerformance(): GraphicsPerformanceMetric`
|
|
347
|
-
|
|
348
|
-
Returns a recommended FPS target and suggested rendering tier:
|
|
349
|
-
|
|
350
|
-
```ts
|
|
351
|
-
const graphics = oasiz.getGraphicsPerformance();
|
|
352
|
-
|
|
353
|
-
switch (graphics.tier) {
|
|
354
|
-
case "high":
|
|
355
|
-
enablePostProcessing();
|
|
356
|
-
renderer.setPixelRatio(1.5);
|
|
357
|
-
break;
|
|
358
|
-
case "medium":
|
|
359
|
-
renderer.setPixelRatio(1.25);
|
|
360
|
-
break;
|
|
361
|
-
case "low":
|
|
362
|
-
disableHeavyParticles();
|
|
363
|
-
renderer.setPixelRatio(1);
|
|
364
|
-
break;
|
|
365
|
-
case "minimal":
|
|
366
|
-
disableOptionalEffects();
|
|
367
|
-
renderer.setPixelRatio(0.75);
|
|
368
|
-
break;
|
|
369
|
-
}
|
|
370
|
-
```
|
|
371
|
-
|
|
372
|
-
The returned object is `{ fps, tier }`, where `fps` is the recommended render target and `tier` is `"minimal"`, `"low"`, `"medium"`, or `"high"`. Hosts can inject measured values with `window.getGraphicsPerformance()` or `window.__OASIZ_GRAPHICS_PERFORMANCE__`; otherwise the SDK estimates from browser, device, and WebGL capability signals.
|
|
373
|
-
|
|
374
|
-
#### `oasiz.graphicsPerformance`
|
|
375
|
-
|
|
376
|
-
Getter alias for `getGraphicsPerformance()`.
|
|
183
|
+
---
|
|
377
184
|
|
|
378
|
-
|
|
185
|
+
## Lifecycle
|
|
379
186
|
|
|
380
187
|
The platform dispatches lifecycle events when the app goes to the background or returns to the foreground. Subscribe to pause game loops and audio accordingly.
|
|
381
188
|
|
|
382
|
-
|
|
383
|
-
|
|
384
|
-
#### `oasiz.onResume(callback: () => void): Unsubscribe`
|
|
189
|
+
### `oasiz.onPause(callback: () => void): Unsubscribe`
|
|
190
|
+
### `oasiz.onResume(callback: () => void): Unsubscribe`
|
|
385
191
|
|
|
386
192
|
Both return an unsubscribe function.
|
|
387
193
|
|
|
388
194
|
```ts
|
|
389
|
-
const offPause
|
|
195
|
+
const offPause = oasiz.onPause(() => {
|
|
390
196
|
this.gameLoop.stop();
|
|
391
197
|
this.bgMusic.pause();
|
|
392
198
|
});
|
|
@@ -401,17 +207,19 @@ offPause();
|
|
|
401
207
|
offResume();
|
|
402
208
|
```
|
|
403
209
|
|
|
404
|
-
|
|
210
|
+
---
|
|
211
|
+
|
|
212
|
+
## Navigation
|
|
405
213
|
|
|
406
214
|
Use navigation hooks when your game needs to control back behavior (Android back / web Escape) or participate in host-driven close events.
|
|
407
215
|
|
|
408
|
-
|
|
216
|
+
### `oasiz.onBackButton(callback: () => void): Unsubscribe`
|
|
409
217
|
|
|
410
218
|
Registers a callback for platform back actions. While at least one back listener is subscribed, back actions are routed to your game instead of immediately closing it.
|
|
411
219
|
|
|
412
220
|
Use this for pause menus, in-game overlays, or custom back-stack behavior.
|
|
413
221
|
|
|
414
|
-
|
|
222
|
+
If your callback throws, Oasiz falls back to closing the game and returning the player to Oasiz home before rethrowing the error for debugging/reporting.
|
|
415
223
|
|
|
416
224
|
```ts
|
|
417
225
|
const offBack = oasiz.onBackButton(() => {
|
|
@@ -426,30 +234,7 @@ const offBack = oasiz.onBackButton(() => {
|
|
|
426
234
|
offBack();
|
|
427
235
|
```
|
|
428
236
|
|
|
429
|
-
|
|
430
|
-
|
|
431
|
-
Opt-in local web helper for testing back override behavior without the Oasiz app bridge. Call it before registering `onBackButton` in local development:
|
|
432
|
-
|
|
433
|
-
```ts
|
|
434
|
-
if (import.meta.env.DEV) {
|
|
435
|
-
oasiz.enableBackButtonTesting();
|
|
436
|
-
}
|
|
437
|
-
|
|
438
|
-
const offBack = oasiz.onBackButton(() => {
|
|
439
|
-
closePauseMenuOrOpenIt();
|
|
440
|
-
});
|
|
441
|
-
```
|
|
442
|
-
|
|
443
|
-
While a back listener is active, the helper maps Escape to the same `oasiz:back` event the app sends. By default it also traps one browser-history entry so the browser Back button dispatches `oasiz:back` instead of leaving the page.
|
|
444
|
-
|
|
445
|
-
```ts
|
|
446
|
-
const backTest = oasiz.enableBackButtonTesting({ browserHistory: false });
|
|
447
|
-
testBackButton.onclick = () => backTest.triggerBack();
|
|
448
|
-
```
|
|
449
|
-
|
|
450
|
-
The returned handle also exposes `triggerLeave()` and `destroy()`. This helper is for local/dev web testing; in the app, the real bridge still owns back behavior.
|
|
451
|
-
|
|
452
|
-
#### `oasiz.leaveGame(): void`
|
|
237
|
+
### `oasiz.leaveGame(): void`
|
|
453
238
|
|
|
454
239
|
Programmatically request the host to close the current game (for example, from a Quit button inside your game UI).
|
|
455
240
|
|
|
@@ -484,13 +269,13 @@ const offLeave = oasiz.onLeaveGame(() => {
|
|
|
484
269
|
offLeave();
|
|
485
270
|
```
|
|
486
271
|
|
|
487
|
-
|
|
272
|
+
---
|
|
488
273
|
|
|
489
|
-
|
|
274
|
+
## Multiplayer
|
|
490
275
|
|
|
491
|
-
|
|
276
|
+
### `oasiz.shareRoomCode(code: string | null)`
|
|
492
277
|
|
|
493
|
-
|
|
278
|
+
Notify the platform of the active multiplayer room so friends can join via the invite system. Pass `null` when leaving a room.
|
|
494
279
|
|
|
495
280
|
```ts
|
|
496
281
|
import { insertCoin, getRoomCode } from "playroomkit";
|
|
@@ -503,26 +288,7 @@ oasiz.shareRoomCode(getRoomCode());
|
|
|
503
288
|
oasiz.shareRoomCode(null);
|
|
504
289
|
```
|
|
505
290
|
|
|
506
|
-
|
|
507
|
-
// Game-owned invite UI: hide the platform pill, keep room tracking
|
|
508
|
-
oasiz.shareRoomCode(getRoomCode(), { inviteOverride: true });
|
|
509
|
-
```
|
|
510
|
-
|
|
511
|
-
#### `oasiz.openInviteModal(): void`
|
|
512
|
-
|
|
513
|
-
Opens the platform invite-friends UI when the bridge is available. Typically used together with `shareRoomCode` (for example, your own invite button calls this).
|
|
514
|
-
|
|
515
|
-
```ts
|
|
516
|
-
import { openInviteModal, shareRoomCode } from "@oasiz/sdk";
|
|
517
|
-
|
|
518
|
-
shareRoomCode("ABCD", { inviteOverride: true });
|
|
519
|
-
|
|
520
|
-
inviteButton.addEventListener("click", () => {
|
|
521
|
-
openInviteModal();
|
|
522
|
-
});
|
|
523
|
-
```
|
|
524
|
-
|
|
525
|
-
#### Read-only injected values
|
|
291
|
+
### Read-only injected values
|
|
526
292
|
|
|
527
293
|
These are populated by the platform before the game loads. Always check for `undefined` before using.
|
|
528
294
|
|
|
@@ -536,31 +302,25 @@ if (oasiz.roomCode) {
|
|
|
536
302
|
}
|
|
537
303
|
|
|
538
304
|
// Player identity for multiplayer games
|
|
539
|
-
const name
|
|
305
|
+
const name = oasiz.playerName;
|
|
540
306
|
const avatar = oasiz.playerAvatar;
|
|
541
307
|
```
|
|
542
308
|
|
|
543
|
-
|
|
309
|
+
---
|
|
310
|
+
|
|
311
|
+
## Named exports
|
|
544
312
|
|
|
545
313
|
All methods are also available as named exports if you prefer not to use the `oasiz` namespace object:
|
|
546
314
|
|
|
547
315
|
```ts
|
|
548
316
|
import {
|
|
549
317
|
submitScore,
|
|
550
|
-
|
|
318
|
+
emitScoreConfig,
|
|
551
319
|
triggerHaptic,
|
|
552
320
|
loadGameState,
|
|
553
321
|
saveGameState,
|
|
554
322
|
flushGameState,
|
|
555
323
|
shareRoomCode,
|
|
556
|
-
openInviteModal,
|
|
557
|
-
enableAppSimulator,
|
|
558
|
-
enableLogOverlay,
|
|
559
|
-
enableBackButtonTesting,
|
|
560
|
-
getGraphicsPerformance,
|
|
561
|
-
getSafeAreaTop,
|
|
562
|
-
getViewportInsets,
|
|
563
|
-
setLeaderboardVisible,
|
|
564
324
|
onPause,
|
|
565
325
|
onResume,
|
|
566
326
|
onBackButton,
|
|
@@ -573,232 +333,18 @@ import {
|
|
|
573
333
|
} from "@oasiz/sdk";
|
|
574
334
|
```
|
|
575
335
|
|
|
576
|
-
### TypeScript types
|
|
577
|
-
|
|
578
|
-
```ts
|
|
579
|
-
import type {
|
|
580
|
-
AppSimulatorDevice,
|
|
581
|
-
AppSimulatorDeviceName,
|
|
582
|
-
AppSimulatorHandle,
|
|
583
|
-
AppSimulatorOptions,
|
|
584
|
-
AppSimulatorOrientation,
|
|
585
|
-
BackButtonTestingHandle,
|
|
586
|
-
BackButtonTestingOptions,
|
|
587
|
-
GameState,
|
|
588
|
-
GraphicsPerformanceMetric,
|
|
589
|
-
GraphicsPerformanceTier,
|
|
590
|
-
HapticType,
|
|
591
|
-
LogOverlayEntry,
|
|
592
|
-
LogOverlayHandle,
|
|
593
|
-
LogOverlayLevel,
|
|
594
|
-
LogOverlayOptions,
|
|
595
|
-
ShareRequest,
|
|
596
|
-
ShareRoomCodeOptions,
|
|
597
|
-
Unsubscribe,
|
|
598
|
-
} from "@oasiz/sdk";
|
|
599
|
-
```
|
|
600
|
-
|
|
601
336
|
---
|
|
602
337
|
|
|
603
|
-
##
|
|
604
|
-
|
|
605
|
-
C# API and **WebGL-only** `OasizBridge.jslib` live in this repository at **`packages/OasizSDK/`**. Copy the **`OasizSDK`** folder into your Unity project under **`Assets/`** (for example `Assets/OasizSDK`).
|
|
606
|
-
|
|
607
|
-
### Setup
|
|
608
|
-
|
|
609
|
-
1. Copy `packages/OasizSDK` from this repo into `Assets/OasizSDK`.
|
|
610
|
-
2. Ensure the **WebGL** platform is selected for release builds; the `.jslib` under `Runtime/Plugins/WebGL/` is included automatically for WebGL.
|
|
611
|
-
3. Add an **`OasizSDK`** component to a persistent GameObject early (for example a bootstrap scene), **or** rely on `OasizSDK.Instance` which creates a `DontDestroyOnLoad` object. The component registers listeners for `oasiz:pause`, `oasiz:resume`, `oasiz:back`, and `oasiz:leave` via `SendMessage`.
|
|
612
|
-
|
|
613
|
-
### Quick start
|
|
614
|
-
|
|
615
|
-
```csharp
|
|
616
|
-
using Oasiz;
|
|
617
|
-
using UnityEngine;
|
|
618
|
-
|
|
619
|
-
public class GameManager : MonoBehaviour
|
|
620
|
-
{
|
|
621
|
-
void Start()
|
|
622
|
-
{
|
|
623
|
-
// Ensure the singleton is initialized early
|
|
624
|
-
_ = OasizSDK.Instance;
|
|
625
|
-
|
|
626
|
-
// Subscribe to lifecycle events
|
|
627
|
-
OasizSDK.OnPause += OnPause;
|
|
628
|
-
OasizSDK.OnResume += OnResume;
|
|
629
|
-
|
|
630
|
-
// Offset UI for the host's top safe area (0–100 percent of Screen.height)
|
|
631
|
-
float safeTopPct = OasizSDK.SafeAreaTop;
|
|
632
|
-
float safeTopPx = safeTopPct / 100f * Screen.height;
|
|
633
|
-
Debug.Log($"Safe area top: {safeTopPx}px ({safeTopPct}% of height)");
|
|
634
|
-
|
|
635
|
-
// Pick visual settings for the current device
|
|
636
|
-
GraphicsPerformanceMetric graphics = OasizSDK.GetGraphicsPerformance();
|
|
637
|
-
Debug.Log($"Graphics tier: {graphics.tier} ({graphics.fps} FPS target)");
|
|
638
|
-
|
|
639
|
-
// Emit score normalization anchors
|
|
640
|
-
OasizSDK.EmitScoreConfig(new ScoreConfig(
|
|
641
|
-
new ScoreAnchor(10, 100),
|
|
642
|
-
new ScoreAnchor(30, 300),
|
|
643
|
-
new ScoreAnchor(75, 600),
|
|
644
|
-
new ScoreAnchor(200, 950)
|
|
645
|
-
));
|
|
646
|
-
}
|
|
647
|
-
|
|
648
|
-
void OnGameOver(int finalScore)
|
|
649
|
-
{
|
|
650
|
-
OasizSDK.SubmitScore(finalScore);
|
|
651
|
-
OasizSDK.FlushGameState();
|
|
652
|
-
OasizSDK.SetLeaderboardVisible(true);
|
|
653
|
-
}
|
|
654
|
-
|
|
655
|
-
void OnGameplayStart()
|
|
656
|
-
{
|
|
657
|
-
OasizSDK.SetLeaderboardVisible(false);
|
|
658
|
-
}
|
|
659
|
-
|
|
660
|
-
void OnPause() => Time.timeScale = 0f;
|
|
661
|
-
void OnResume() => Time.timeScale = 1f;
|
|
662
|
-
|
|
663
|
-
void OnDestroy()
|
|
664
|
-
{
|
|
665
|
-
OasizSDK.OnPause -= OnPause;
|
|
666
|
-
OasizSDK.OnResume -= OnResume;
|
|
667
|
-
}
|
|
668
|
-
}
|
|
669
|
-
```
|
|
670
|
-
|
|
671
|
-
### API parity (TypeScript → C#)
|
|
672
|
-
|
|
673
|
-
| HTML5 (`@oasiz/sdk`) | Unity (`Oasiz` namespace) |
|
|
674
|
-
| --- | --- |
|
|
675
|
-
| `oasiz.submitScore(n)` | `OasizSDK.SubmitScore(int)` |
|
|
676
|
-
| `oasiz.triggerHaptic(type)` | `OasizSDK.TriggerHaptic(HapticType)` |
|
|
677
|
-
| `oasiz.loadGameState()` | `OasizSDK.LoadGameState()` → `Dictionary<string, object>` |
|
|
678
|
-
| `oasiz.saveGameState(obj)` | `OasizSDK.SaveGameState(Dictionary<string, object>)` |
|
|
679
|
-
| `oasiz.flushGameState()` | `OasizSDK.FlushGameState()` |
|
|
680
|
-
| `oasiz.getViewportInsets()` / `viewportInsets` | `OasizSDK.GetViewportInsets()` (`ViewportInsets`, each side 0–100, % of matching viewport axis) |
|
|
681
|
-
| `oasiz.getSafeAreaTop()` / `safeAreaTop` | `OasizSDK.GetSafeAreaTop()` / `OasizSDK.SafeAreaTop` (`float`, 0–100, % of viewport height; legacy alias for top viewport inset) |
|
|
682
|
-
| `oasiz.setLeaderboardVisible(v)` | `OasizSDK.SetLeaderboardVisible(bool)` |
|
|
683
|
-
| `oasiz.getGraphicsPerformance()` / `graphicsPerformance` | `OasizSDK.GetGraphicsPerformance()` / `OasizSDK.GraphicsPerformance` (`GraphicsPerformanceMetric`, recommended FPS plus `minimal` / `low` / `medium` / `high`) |
|
|
684
|
-
| `oasiz.onPause` / `onResume` | `OasizSDK.OnPause` / `OnResume` static events |
|
|
685
|
-
| `oasiz.onBackButton` | `OasizSDK.OnBackButton` or `SubscribeBackButton(Action)` (reference-counts `__oasizSetBackOverride`) |
|
|
686
|
-
| `oasiz.enableBackButtonTesting()` | `OasizSDK.EnableBackButtonTesting()` (WebGL local/dev helper for Escape/browser Back testing) |
|
|
687
|
-
| `oasiz.onLeaveGame` | `OasizSDK.OnLeaveGame` |
|
|
688
|
-
| `oasiz.leaveGame()` | `OasizSDK.LeaveGame()` |
|
|
689
|
-
| `oasiz.share(request)` | `OasizSDK.Share(ShareRequest)` |
|
|
690
|
-
| `oasiz.shareRoomCode` | `OasizSDK.ShareRoomCode(string, ShareRoomCodeOptions)` |
|
|
691
|
-
| `oasiz.openInviteModal()` | `OasizSDK.OpenInviteModal()` |
|
|
692
|
-
| `oasiz.gameId` / `roomCode` / ... | `OasizSDK.GameId` / `RoomCode` / `PlayerName` / `PlayerAvatar` |
|
|
693
|
-
| -- | `OasizSDK.EmitScoreConfig(ScoreConfig)` → `window.emitScoreConfig` (Unity-only helper for normalized score UI) |
|
|
694
|
-
| `oasiz.enableLogOverlay` | `OasizSDK.EnableLogOverlay(LogOverlayOptions)` (see note below) |
|
|
695
|
-
| -- | `OasizSDK.AppendLogOverlay(level, message, stackTrace)` (see note below) |
|
|
696
|
-
|
|
697
|
-
### Local back-button testing (Unity WebGL)
|
|
698
|
-
|
|
699
|
-
For local WebGL builds outside the Oasiz app, install the dev bridge before testing your subscribed back handler:
|
|
700
|
-
|
|
701
|
-
```csharp
|
|
702
|
-
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
|
703
|
-
OasizSDK.EnableBackButtonTesting();
|
|
704
|
-
#endif
|
|
705
|
-
|
|
706
|
-
Action unsubscribeBack = OasizSDK.SubscribeBackButton(() =>
|
|
707
|
-
{
|
|
708
|
-
TogglePauseMenu();
|
|
709
|
-
});
|
|
710
|
-
```
|
|
711
|
-
|
|
712
|
-
While the override is active, Escape and the browser Back button dispatch the same `oasiz:back` event that the app bridge sends. You can disable either input with `OasizSDK.EnableBackButtonTesting(keyboard: false)` or `OasizSDK.EnableBackButtonTesting(browserHistory: false)`.
|
|
713
|
-
|
|
714
|
-
### Share (Unity)
|
|
715
|
-
|
|
716
|
-
HTML5 **`oasiz.share`** returns a **Promise** you can `await`. Unity **`OasizSDK.Share(ShareRequest)`** returns **`void`**: C# validation throws **`ArgumentException`** with the same rules as TypeScript (at least one of text, score, or image; non-negative integer score; `http(s)` or `data:image/...;base64,...` image). The call forwards JSON to **`window.__oasizShareRequest`**. If the host promise rejects, the **WebGL `.jslib` logs the error** to the browser console.
|
|
717
|
-
|
|
718
|
-
```csharp
|
|
719
|
-
OasizSDK.Share(new ShareRequest
|
|
720
|
-
{
|
|
721
|
-
Text = "Beat this run!",
|
|
722
|
-
Score = 1200,
|
|
723
|
-
Image = "https://example.com/card.png",
|
|
724
|
-
});
|
|
725
|
-
```
|
|
726
|
-
|
|
727
|
-
### Types
|
|
728
|
-
|
|
729
|
-
```csharp
|
|
730
|
-
// Haptic feedback intensity
|
|
731
|
-
public enum HapticType { Light, Medium, Heavy, Success, Error }
|
|
732
|
-
|
|
733
|
-
// Score normalization (exactly 4 anchors required)
|
|
734
|
-
public struct ScoreAnchor { public int raw; public int normalized; }
|
|
735
|
-
public struct ScoreConfig { public ScoreAnchor[] anchors; }
|
|
736
|
-
|
|
737
|
-
// Host share sheet (text / score / image URL or data URL)
|
|
738
|
-
public class ShareRequest
|
|
739
|
-
{
|
|
740
|
-
public string Text { get; set; }
|
|
741
|
-
public int? Score { get; set; }
|
|
742
|
-
public string Image { get; set; }
|
|
743
|
-
}
|
|
744
|
-
|
|
745
|
-
// Multiplayer invite options
|
|
746
|
-
public class ShareRoomCodeOptions { public bool InviteOverride { get; set; } }
|
|
747
|
-
|
|
748
|
-
// Log overlay configuration
|
|
749
|
-
public class LogOverlayOptions
|
|
750
|
-
{
|
|
751
|
-
public bool Enabled { get; set; } = true;
|
|
752
|
-
public bool Collapsed { get; set; } = false;
|
|
753
|
-
public int MaxEntries { get; set; } = 200;
|
|
754
|
-
public string Title { get; set; } = "SDK Logs";
|
|
755
|
-
}
|
|
756
|
-
|
|
757
|
-
// Log overlay lifecycle handle
|
|
758
|
-
public class LogOverlayHandle
|
|
759
|
-
{
|
|
760
|
-
public void Clear();
|
|
761
|
-
public void Hide();
|
|
762
|
-
public void Show();
|
|
763
|
-
public bool IsVisible();
|
|
764
|
-
public void Destroy();
|
|
765
|
-
}
|
|
766
|
-
```
|
|
767
|
-
|
|
768
|
-
### Back button and errors
|
|
769
|
-
|
|
770
|
-
Matching the HTML5 SDK: if any **`OnBackButton`** handler throws, **`OasizSDK.LeaveGame()`** is invoked and the **original exception is rethrown** (`throw;` preserves the stack trace). Use **`SubscribeBackButton`** when you want an unsubscribe delegate; you can also use `OnBackButton +=` / `-=` directly.
|
|
771
|
-
|
|
772
|
-
```csharp
|
|
773
|
-
// Subscribe with automatic unsubscribe support
|
|
774
|
-
var offBack = OasizSDK.SubscribeBackButton(() =>
|
|
775
|
-
{
|
|
776
|
-
if (isPaused)
|
|
777
|
-
Resume();
|
|
778
|
-
else
|
|
779
|
-
Pause();
|
|
780
|
-
});
|
|
338
|
+
## TypeScript types
|
|
781
339
|
|
|
782
|
-
|
|
783
|
-
|
|
340
|
+
```ts
|
|
341
|
+
import type { HapticType, ScoreConfig, ScoreAnchor, GameState } from "@oasiz/sdk";
|
|
784
342
|
```
|
|
785
343
|
|
|
786
|
-
### Editor vs WebGL builds
|
|
787
|
-
|
|
788
|
-
In the **Unity Editor**, bridge calls are mostly **logged** and return safe defaults (for example safe area `0`, `null` platform IDs). Real host integration applies to **WebGL player** builds running inside Oasiz.
|
|
789
|
-
|
|
790
|
-
### Log overlay (Unity)
|
|
791
|
-
|
|
792
|
-
The C# API for the log overlay exists for API compatibility, but the **default `OasizBridge.jslib` in this repo does not inject DOM UI** — `EnableLogOverlay` / `AppendLogOverlay` are no-ops at the JavaScript layer. Use Unity's console and device logs for debugging unless you replace or extend the `.jslib` on your side.
|
|
793
|
-
|
|
794
|
-
`AppendLogOverlay(level, message, stackTrace)` lets you pipe `Debug.Log` output into the overlay manually, since many embedded WebViews do not route Unity player logs through `console.log`. Valid levels: `"debug"`, `"log"`, `"info"`, `"warn"`, `"error"`.
|
|
795
|
-
|
|
796
344
|
---
|
|
797
345
|
|
|
798
346
|
## Local development
|
|
799
347
|
|
|
800
|
-
### HTML5 / TypeScript
|
|
801
|
-
|
|
802
348
|
All methods safely no-op when the platform bridges are not injected. In development mode a console warning is logged so you know the call was made:
|
|
803
349
|
|
|
804
350
|
```
|
|
@@ -806,7 +352,3 @@ All methods safely no-op when the platform bridges are not injected. In developm
|
|
|
806
352
|
```
|
|
807
353
|
|
|
808
354
|
No crashes, no special setup required for local dev.
|
|
809
|
-
|
|
810
|
-
### Unity WebGL
|
|
811
|
-
|
|
812
|
-
The `.jslib` logs warnings when `window.*` bridges are missing (for example `submitScore`, `__oasizLeaveGame`). The Editor path avoids calling native plugins and prints `Debug.Log` for most operations instead.
|